partnerships

Caligula

It is the year 41 AD. The emperor Caligula has finally gone too far. An occasional political assassination you can understand, but his personal habits are too much to bear! It’s time that somebody step in and deal with the madman before it’s too late. And if you should happen to profit at the same time you rescue the Republic, well, who could complain about that?

Caligula puts you and your friends in the togas of the true powers in Imperial Rome: the guys holding the knives! Send your legates throughout the empire to further your own plans and seize valuable opportunities. Keep a wary eye on your rivals and make them pay dear for their gains. Marshal your resources with care, and when the moment is right, strike! Secure your favorite on the throne, and all the wealth and glory of Rome will be yours for the taking!

Caligula is the first game by Italian designer Pierluca Zizzi, and the sixth title from the up-and-coming young publisher Post Scriptum. ElfinWerks is pleased to be able to bring this exciting game of plots and politics to America. Do you have the savvy to navigate the treacherous politics of the Eternal City? Or will your rivals leave you banished from the halls of power? Take up your knives for the Republic (And for yourself!) in Caligula!

Axis & Allies

Axis & Allies (2004) aka Axis & Allies Revised Edition is the first Avalon Hill version of the classic light weight war game Axis & Allies. The game simulates the entire scope of World War II.

The game is nominally designed for five players, representing the Allies: United States of America, United Kingdom and Russia vs. the Axis: Germany and Japan. However, it is most often played as a two-player game.

Axis & Allies features a simple dice-based combat system; a small number of types of naval, air and land units; territory control; and technology research to improve unit capabilities.

Major new features of Axis & Allies (2004) include new units (e.g. destroyers, artillery), revised unit capabilities (e.g. armor defend at 3, fighters cost 10 IPCs), directed technology research, and totally new victory conditions (key territories must be controlled to win the game).

Cosmic Encounter: Cosmic Alliance

Game description from the publisher:

Cosmic Alliance, the third expansion set for the Fantasy Flight Games version of Cosmic Encounter, brings 20 alien races, both original and classic, exploding onto your tabletop. Players will now stand petrified by the hideous Gorgon, be baffled by the puzzle of the Schizoid, and feel obsolete before the bionics of the Cyborg.

Cosmic Alliance also makes the Cosmos even bigger, adding another player (white) as well as rules for large eight-player games (if you own all three expansions). Finally, Cosmic Alliance introduces a new variant – team rules, which allow steadfast allies to dominate the Cosmos together!

This optional Team Cosmic variant places players in randomly determined teams of two, in which they'll attempt to conquer the Cosmos cooperatively. Without discussing their race selection in advance, partners sit opposite each other at the table, where they can occasionally offer a helping hand; whenever a player gains a new foreign colony, he can choose to instead gift that colony to his partner.

Resistance

The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!

The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics, which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.

Players are either Resistance Operatives or Imperial Spies. For three to five rounds, they must depend on each other to carry out missions against the Empire. At the same time, they must try to deduce the other players’ identities and gain their trust. Each round begins with discussion. When ready, the Leader entrusts sets of Plans to a certain number of players (possibly including himself/herself). Everyone votes on whether or not to approve the assignment. Once an assignment passes, the chosen players secretly decide to Support or Sabotage the mission. Based on the results, the mission succeeds (Resistance win) or fails (Empire win). When a team wins three missions, they have won the game.

Rule Correction:

For first printing (2010 purchases), the expansion rules should read: "Games of 5-6 players use 7 plot cards, games with 7+ players use all 15 Plot Cards." and "...each Round, the leader draws Plot cards (1 for 5-6 players, 2 for 7-8 players, and 3 for 9-10 players)" - This has been corrected in the subsequent printings.

Great Heartland Hauling Co.

In The Great Heartland Hauling Co. (originally announced as Over the Road), players take on the role of medium haul Midwest truck drivers doing their best to make a living by hauling goods for big suppliers. Players truck to various locations around America's Heartland, picking up and dropping off goods using matching cards from their hands. Most locations have native goods that require fewer cards to load; other locations may pay a premium for those goods but may also require more fuel – and time – to get there with the cargo. With limited space in each trailer and only five cards in hand at a time, players will have to expertly manage their resources, as well as play the odds and press their luck to be the best trucker on the road.

The Great Heartland Hauling Co. offers a lot of replay value through the use of cards to create a variable board set-up each game. The game includes 60 goods cubes, four thick cardboard trucks, and 46 resource cards – required for pick-up and delivery – that are drawn from a shared draft board, as well as 20 fuel cards, which are used to move about the Heartland.